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Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 4:19 am
by HaunterV
prophilactics!

Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 10:49 am
by Xanathar
Ahahah - ok I'll check slimes.

Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 12:44 pm
by Komag
hehe, that's great :)

Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 1:28 pm
by Neikun
I was on Skype at the time. My boyfriend couldn't figure out why I was laughing so hard. :D

Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 3:57 pm
by Nickydude
Zyx wrote:Are you sure you want to know? You won't ever look at lettuces the same.
Killer Salad! Awesome!

Re: [WIP] - Animation Editor - BETA Available

Posted: Thu Nov 08, 2012 4:01 pm
by Zyx
Next dungeon to come: the Kitchen Garden.
Burrowing potatoes, creeping salads, flying blood tomatoes! Eat or be eaten!

Re: [WIP] - Animation Editor - BETA Available

Posted: Fri Nov 09, 2012 3:28 pm
by Xanathar
I've put a new version here:

https://www.dropbox.com/s/gku851cwj1zoz ... Editor.zip

Changes:
  • A snapshot/rollback system to undo changes, returning at given points in time
  • Bug fixes, here, there and everywhere (cue the beatles..)
  • Very big changes on the monster scaler
The monster scaler now has an option window:

Image

The previous behaviour is what the defaults are. The presets button contain presets of settings (now there are two: default and slime). In practice all those setting control how the translation of the monster is adjusted after the scaling is applied.
  • Disable -> no adjustments
  • Non-compensated -> adjustments, but not taking into account the basic translations of the model
  • Compensated from model -> compensates using the model transformations
  • Compensated from keyframe 0 -> compensates using the first keyframe of the animation itself as reference
  • Compensated by filename -> cheats by reading the filename (xxx_walk) and adjusts according to that
  • Rotate compensation -> takes into consideration the rotation of the node itself
  • +Inv -> applies the inverse of rotation first.. experimental
  • XYZ -> enable/disable compensation for specific axis (if something gets too tall for example)

BTW, slime models/animations are really weird and for some reason no adjustment is required for them (otherwise they'll look like lettuce.. and I hate lettuce :D ).

Re: [WIP] - Animation Editor - BETA Available

Posted: Fri Nov 09, 2012 10:41 pm
by Zyx
Worked like a charm with the slimes, for scaling ranging from 10% to 250%! Thank you Xanathar!

Re: [WIP] - Animation Editor - BETA Available

Posted: Sun Nov 11, 2012 7:00 pm
by grimnod
Hello, this is my first attempt at creating a dungeon. I'm interested by the 'green salads'. Could you share the animation files?

Re: [WIP] - Animation Editor - BETA Available

Posted: Sun Nov 11, 2012 8:13 pm
by Anacone
Zyx wrote:Next dungeon to come: the Kitchen Garden.
Burrowing potatoes, creeping salads, flying blood tomatoes! Eat or be eaten!
Real Hells Kitchen, one that beats even any hardcore Top Chef.